- Joined
- Aug 23, 2014
- Messages
- 208
Release of a new version of the map was the real New Year's gift from Zwiebelchen.
Many players with high leveled chars immediately began testing new skill combinations and write feedbacks. However...

You can see that the player with 15 base damage (roughly d1 items) will receive +1 damage from Might only with 7 points invested in this skill, or talking about levels - with 13 level character minimum. I want to ask - is it fun?
Spirit also gives almost nothing on low levels. There are only a few enemies, requiring resistances. And you get an extra stat point only with d2 level items and at least 10 points in this skill, because numbers rounded down.
If you want be a good tank or improve your survivabilty as a caster you can choose Constitution as a first skill. Well, get 1 HP as a squire, or 0 HP as Magician (because mages must suffer!
. Also it grants 1% evasion every 2 skill levels - nice addition, but it is almost nothing with low HP pool.
Perception gives linear increase in crit chance and crit damage. Equally useful at 1 level and 50. Also it boosts both damage/healing output. Skill for stacking number one.
Reflexes is the most profitable skill for stacking. It grants linear stat growth and at high values effectiveness will grow exponentially. Skill for stacking number two.
As we can see the new skill system repeats mistakes of the old skill system: it is best to stack 2 skills. In addition really useful at low-mid levels only two of the five skills. The situation changes at high level with green-blue items, but still build 25/25 is best.
Summarizing all written: This map lacks now: 1. fun from skill selection at low-mid levels. 2. reasons for combination more than 2 skills.
1. This is bad, because this kind of fun guaranteed (1 skill point every level), achievable (you can see experience bar) and customizable (you can select 1 skill from 4-5 available for better fitting your role). I can say this part of game is important, because it demonstates your progress. Other features are too randomized (loot from mobs) / grindy (abilities/crafts for gold) / not soloable (bosses).
2. I don't want to say that 25/25/0/0/0 builds is bad, but it would be great to see other combinations like 25/11/8/6/0 or 8/8/8/8/18 which will be more versatile.
The solution lies on the surface - combine flat and percentage growth at skills. Flat growth must diminish with skill level, so percent growth will be more valuable at high levels.
For greater significance flat values are combined in milestones. Each milestone has same increase in stats, but you need to invest more into skill to reach next milestone. The idea is illustrated in the attachment:

As you can see milestones are placed at skill levels: 1, 2, 4, 6, 8, 11, 14, 17, 21, 25.
In total there are 10 milestones for each skill: 6 available with base class and additional 4 can be obtained with advanced class.
Each milestone provides bonus which is noticeably boosts character role at low levels:
Might - +1 Attack Power and +1 Spell Power
Flat increment will give noticeable damage upgrade at low levels.
Reflexes - +1 Armor Point
Armor is always needed for tanks, also this bonus will help new damage dealers survive mobs attack when soloing in starting location.
Spirit - +10 Mana Points
MP are always needed for casters. This skill will compensate lack of mana if you use HP/Stats oriented items.
Constitution - +20 Health Points
Key feature for begginers tanks. Also this can help damage dealers with low HP items survive AoE/Aggro pulls.
Perceprion - -2% Aggro generation
Critical chance and damage are fairly universal stats, therefore another universal bonus connected to them. It also limits criticals for tanks, making place for more stable aggro generating skills.
You can compare damage increase from Might with milestones (total increase = orange + selected bars):

As you can see - even small amount of points into this skill will give you guaranteed damage boost. But better boost you will receive with damage oriented items and high skill values.
Also, if it's possible, small change in formulas from "Round Down" to "Round Up" will increase the attractivness of skills with percentage boosts (stats from Spirit, damage from Might, evasion from Constitution).
I hope that these changes will increase the diversity of builds and will make game process more rewarding at low-mid levels. Which will attract more new players.
Thank you for reading to the end
.
Many players with high leveled chars immediately began testing new skill combinations and write feedbacks. However...
The Problem
Players compare high level changes. Many of them already have top items. In this way difference between for example "Might 20 lvl" and "Might 25 lvl" is very noticeable. But what about low-mid levels where player have low stats? Let's look at a graph:
You can see that the player with 15 base damage (roughly d1 items) will receive +1 damage from Might only with 7 points invested in this skill, or talking about levels - with 13 level character minimum. I want to ask - is it fun?
Spirit also gives almost nothing on low levels. There are only a few enemies, requiring resistances. And you get an extra stat point only with d2 level items and at least 10 points in this skill, because numbers rounded down.
If you want be a good tank or improve your survivabilty as a caster you can choose Constitution as a first skill. Well, get 1 HP as a squire, or 0 HP as Magician (because mages must suffer!
Perception gives linear increase in crit chance and crit damage. Equally useful at 1 level and 50. Also it boosts both damage/healing output. Skill for stacking number one.
Reflexes is the most profitable skill for stacking. It grants linear stat growth and at high values effectiveness will grow exponentially. Skill for stacking number two.
As we can see the new skill system repeats mistakes of the old skill system: it is best to stack 2 skills. In addition really useful at low-mid levels only two of the five skills. The situation changes at high level with green-blue items, but still build 25/25 is best.
Summarizing all written: This map lacks now: 1. fun from skill selection at low-mid levels. 2. reasons for combination more than 2 skills.
1. This is bad, because this kind of fun guaranteed (1 skill point every level), achievable (you can see experience bar) and customizable (you can select 1 skill from 4-5 available for better fitting your role). I can say this part of game is important, because it demonstates your progress. Other features are too randomized (loot from mobs) / grindy (abilities/crafts for gold) / not soloable (bosses).
2. I don't want to say that 25/25/0/0/0 builds is bad, but it would be great to see other combinations like 25/11/8/6/0 or 8/8/8/8/18 which will be more versatile.
Solution
So we need to accelerate feel of the progress on low-mid levels, and increase the significance of all skills. But we also must keep in mind that at high character levels skills should be highly correlated with equipped items.The solution lies on the surface - combine flat and percentage growth at skills. Flat growth must diminish with skill level, so percent growth will be more valuable at high levels.
For greater significance flat values are combined in milestones. Each milestone has same increase in stats, but you need to invest more into skill to reach next milestone. The idea is illustrated in the attachment:

As you can see milestones are placed at skill levels: 1, 2, 4, 6, 8, 11, 14, 17, 21, 25.
In total there are 10 milestones for each skill: 6 available with base class and additional 4 can be obtained with advanced class.
Each milestone provides bonus which is noticeably boosts character role at low levels:
Might - +1 Attack Power and +1 Spell Power
Flat increment will give noticeable damage upgrade at low levels.
Reflexes - +1 Armor Point
Armor is always needed for tanks, also this bonus will help new damage dealers survive mobs attack when soloing in starting location.
Spirit - +10 Mana Points
MP are always needed for casters. This skill will compensate lack of mana if you use HP/Stats oriented items.
Constitution - +20 Health Points
Key feature for begginers tanks. Also this can help damage dealers with low HP items survive AoE/Aggro pulls.
Perceprion - -2% Aggro generation
Critical chance and damage are fairly universal stats, therefore another universal bonus connected to them. It also limits criticals for tanks, making place for more stable aggro generating skills.
You can compare damage increase from Might with milestones (total increase = orange + selected bars):

As you can see - even small amount of points into this skill will give you guaranteed damage boost. But better boost you will receive with damage oriented items and high skill values.
Also, if it's possible, small change in formulas from "Round Down" to "Round Up" will increase the attractivness of skills with percentage boosts (stats from Spirit, damage from Might, evasion from Constitution).
I hope that these changes will increase the diversity of builds and will make game process more rewarding at low-mid levels. Which will attract more new players.
Thank you for reading to the end